5.2 PTR: Throne of Thunder Loot Tables

With the announcement that Patch 5.2 might go live in as little as two weeks, we wanted to post loot tables from the new raid, Throne of Thunder! There are twelve new bosses that drop ilvl 502 gear on LFR, ilvl 522 gear on Normal, and ilvl 535 gear on Heroic difficulty. There's also a heroic-only boss, Ra-den, that drops ilvl 541 loot.

Here's the highlights:

Tier tokens are from the following bosses:Dark Animus: Chest

Twin Consorts: Helm

Council of Elders: Gloves

Ji-Kun: Legs

Iron-Qon: Shoulders

It appears that not all Thunderforged items have been added into the Dungeon Journal yet. Thunderforged items are 6 ilvls higher than their normal and heroic versions. According to Blizzard, they have a small chance to drop on either 10s or 25s, but have a higher chance to drop on 25s as an incentive to raid in this format.Tier tokens are not available in Thunderforged versions.Several items such as Bo-Ris, Horror in the Night and Greatsword of Frozen Hells have not shown up in the Dungeon Journal yet.Many of the new weapons have distinctive 3D models--check out our post highlighting all the new looks!We also have 3D models of all of the new raid gear, which we've previewed along with their set bonuses. There are many non-tier pieces, which means that if you'd like to imitate another class for transmog, you should be able to complete a replica tier set.Also keep in mind that nothing is final until 5.2 goes live--Ra'den drops a ton of loot for example and it's possible things can get shuffled around.

Click the cut to see the Throne of Thunder loot tables!

Jin'rokh the Breaker

When the Thunder King awoke, he rewarded the most loyal and ambitious Zandalari trolls with power beyond their wildest dreams. The berserker Jin'rokh was one of the first to receive the King's blessing, and even though Lei Shen's gifts nearly tore his body apart, the troll is now capable of calling the fury of the storm in battle.

Thundering Throw: Jin'rokh the Breaker throws his current target at a distant Mogu statue, breaking the statue and inflicting 201093 to 211406 Physical damage. The thrown player then crashes into the ground, inflicting an additional 247000 to 273000 Nature damage to other players within 14 yards of the point of impact, stunning them for 9 sec.Conductive Water erupts from the broken statue, forming a pool on the ground.

Conductive Water: When Jin'rokh destroys a statue with Thundering Throw, water pours forth, forming a growing pool at its feet. These pools are essential to the battle, empowering players with Fluidity, but also making them particularly susceptible to Nature damage through Conduction.

Fluidity: All players standing in Conductive Water receive Fluidity, granting 40% increased healing and inflict 40% increased damage. However, all players standing in Conductive Water also take 100% increased Nature damage.

Conduction: Many of Jin'rokh the Breaker's abilities travel through Conductive Water, inflicting Nature damage to all players in that Conductive Water.

Static Burst: Jin'rokh the Breaker performs a quick strike, inflicting 123500 to 136500 Nature damage to all players. After 3 sec., this applies 10 Static Wound stacks to his current target.

Static Wound: Jin'rokh the Breaker statically constricts the target, inflicting 19500 Nature damage per stack to all players when taking melee attacks. This effect stacks, but reduces in potency over time.

Focused Lightning: Jin'rokh the Breaker creates an orb of Focused Lightning, which fixates on a player. The Focused Lightning detonates upon reaching that player, inflicting 221812 to 233187 Nature damage to all players within 8 yards.This orb also pulses 49400 to 54600 Nature damage every half second to other players within 5 yards.

Lightning Fissure: If the Focused Lightning detonates outside of Conductive Water, a Lightning Fissure forms. This field of unstable energy inflicts 71250 to 78750 Nature damage every 1 second to players within 5 yards.

Conduction: A Lightning Fissure contacts a Conductive Water, removing the Lightning Fissure and inflicting 39187 to 43312 Nature damage to players standing in that Conductive Water.

Implosion: A Lightning Fissure implodes upon contact with another Focused Lightning, inflicting 332500 to 367500 Nature damage to all players.This effect leaves targets vulnerable, increasing damage taken from Implosion by 10%.

Electrified Waters: Jin'rokh the Breaker's Lightning Storm permanently infuses the Conductive Water with storm energies, removing Fluidity and inflicting 45500 Nature damage every second to all players remaining in the Conductive Water.All players standing in Conductive Water still take 100% increased Nature damage.

Horridon

The Zandalari brought powerful creatures with them to the Isle of the Thunder King to use as engines of war. Led by the War-God Jalak, the dinomancers of the Zandalari Beast Ward use ancient tribal magics to strengthen the great beasts and command obedience. The horns of Horridon, the fabled mount of Jalak himself, can tear through the stone walls of a keep as a blade cuts silk.

Venom Bolt Volley: The Venomous Effusion unleashes a spray of vile toxins that inflicts 13875 to 16125 Nature damage to all enemies instantly, and 13875 to 16125 Nature damage every 3 sec for 1 min. This effect stacks.

Living Poison: When a Venomous Effusion is created, a pool of Living Poison forms beneath it. Living Poison inflicts 185000 to 215000 Nature damage to enemies within 4 yards every 1 sec and wanders around.

The Drakkari:War-God Jalak will call upon the Drakkari tribe to enter the arena third.

Risen Drakkari Warrior: Once called to action, Risen Drakkari Warriors pour from the Drakkari tribal door until it is destroyed.

Uncontrolled Abomination: The foul necromantic magics that animated the last remnants of the Drakkari tribe left them bereft of intelligence and purpose, causing the Risen Drakkari to attack random targets.

Risen Drakkari Champion: Once called to action, Risen Drakkari Champions pour from the Drakkari tribal door until it is destroyed.

Uncontrolled Abomination: The foul necromantic magics that animated the last remnants of the Drakkari tribe left them bereft of intelligence and purpose, causing the Risen Drakkari to attack random targets.

Drakkari Frozen Warlord: A total of three Drakkari Frozen Warlords will jump down from the arena stands once the Drakkari are called to action.

Mortal Strike: A powerful blow inflicts 350% weapon damage and leaves the player wounded, reducing the effectiveness of any healing received by 50% for 8 sec.

Frozen Orb: Summons an orb of frozen power that shoots a bolt of frost at a nearby enemy target every 1 sec, inflicting 185000 to 215000 Frost damage and slowing movement speed by 20% for 2 sec.

The Amani:War-God Jalak will call upon the Amani tribe to enter the arena last.

Amani'shi Protector: Once called to action, Amani'shi Protectors pour from the Amani tribal door until it is destroyed.

Amani'shi Flame Caster: Once called to action, Amani'shi Flame Casters pour from the Amani tribal door until it is destroyed.

Fireball: Hurls a ball of fire at a random player, inflicting 138750 to 161250 Fire damage.

Amani Warbear: A total of three Amani Warbears will jump down from the arena stands once the Amani are called to action.

Swipe: The warbear swipes with its claws, inflicting 166500 to 193500 Physical damage to players in a 0-yard cone.

Amani'shi Beast Shaman: Amani'shi Beast Shaman ride atop the powerful Amani Warbears and can be attacked once the Warbear has fallen.

Chain Lightning: The Beast Shaman calls upon the spirits of the storms to inflict 120250 to 139750 Nature damage to a player. Chain Lightning can jump to another player within 5 yards, affecting 3 total targets and increasing damage by 50% per jump.

Hex of Confusion: Hexes a player for 30 sec, giving them a 50% chance to injure themselves for 55500 to 64500 Physical damage when casting a spell or using an ability.

Dino-Mending: The dinomancer channels a beam of healing energy at Horridon, healing 1% of Horridon's maximum health every 1 sec.

Dino Form: At 50% health, the dinomancer transforms into a powerful Devilsaur, increasing Physical damage dealt by 50% but preventing the dinomancer from casting Dino-Mending.

Orb of Control: When the Zandalari Dinomancer transforms, it drops its Orb of Control. A player can interact with the orb to temporarily dominate Horridon's mind, forcing the beast to charge into a tribal door. Destroying a tribal door prevents additional members of that tribe from entering the arena.

Headache: Charging into a tribal door gives Horridon a terrible headache, stunning him for 10 sec.

Cracked Shell: Horridon's shell cracks after ramming into a door, increasing damage taken by 50%. This effect stacks up to 4 times.

War-God Jalak: After all four tribes have been called, or when Horridon has been damaged below 30% health, War-God Jalak himself will enter the arena.

Rampage: War-God Jalak's death causes Horridon to go on a rampage, increasing damage dealt by 100% and attack speed by 100%.

Council of Elders

The history of the troll tribes -- the Drakkari, the Farraki, the Amani, and the Gurubashi -- is awash with millennia of betrayal and conflict, but the Zandalari's promise of a new, unstoppable empire has finally united these disparate troll leaders.

The Spirit of Gara'jal:The spirit of Gara'jal the Spiritbinder possesses a councillor, empowering their abilities and causing them to generate Dark Energy. The spirit remains in a councillor until they suffer damage equal to 25% of their maximum health.Once the spirit is forced out, it rushes to inhabit a new councillor, resets Dark Energy to 0, and leaves behind the Lingering Presence effect.

Lingering Presence: When the Spirit of Gara'jal leaves a councillor, it leaves behind the Lingering Presence effect. This effect increases all damage done by 5% and increases the rate that Dark Energy is generated by 5% for the remainder of the fight. This effect stacks.

Dark Power: Any councillor that reaches 100 Dark Energy will begin to cast Dark Power every second. Dark Power inflicts 5500 Shadow damage to all players and increases in damage by 10% with each cast.

Soul Fragment: Every other time the Spirit of Gara'jal is forced out of a councillor, he leaves behind a Soul Fragment.Soul Fragments possess a random player, inflicting 35000 Shadow damage every 5 sec. until the Soul Fragment is passed to another player. In addition, each time the Soul Fragment deals damage, it applies Shadowed Soul to that player.

In 25-Player Heroic Difficulty, a Soul Fragment is created every time that the Spirit of Gara'jal is forced out of a councillor.

Shadowed Soul: All damage taken increased by 2% for the remainder of the fight. This effect stacks.

Frost King Malakk:

Frigid Assault: Frost King Malakk imbues his weapons with ice, causing his melee attacks to inflict 97500 Frost damage. In addition, each melee attack applies the Frigid Assault effect. The Frigid Assault effect will stun the target for 15 sec if it reaches 15 stacks.

Biting Cold: Frost King Malakk shrouds a player in ice, inflicting 110500 Frost damage and afflicting them with Biting Cold. Biting Cold causes the player to inflict 110500 Frost damage to all allies within 4 yards every 2 sec for 30 sec.

Frostbite: Frost King Malakk uses this ability while possessed by the spirit of Gara'jal.Frost King Malakk shrouds a player in ice, inflicting 126750 to 133250 Frost damage and afflicting them with 5 stacks of Frostbite. Frostbite causes the player to inflict 38025 to 39975 Frost damage per stack of Frostbite to all allies within 4 yards every 2 sec for 30 sec.Stacks of Frostbite are reduced by 2 for each player that stays within 4 yards of the player afflicted with Frostbite. The number of stacks of Frostbite cannot be reduced below one.

In 25-player modes, only 1 stack of Frostbite is removed for each player within 4 yards.

On Raid Finder difficulty, 4 stacks of Frostbite are removed for each player within 4 yards.

Body Heat: When a player is hit by an ally's Frostbite, they begin to lose Body Heat over 8 sec. Once Body Heat expires, the player is Chilled to the Bone and no longer able to contribute to reducing the number of stacks of Frostbite an ally has for 8 sec.

Kazra'jin:

Reckless Charge: Kazra'jin rushes towards a random player's location, inflicting 97500 Nature damage to all players in a line to his target and knocking all players within 5 yards back when he lands.

Overload: Kazra'jin uses this ability after performing a Reckless Charge while possessed by the spirit of Gara'jal.Kazra'jin becomes electrified, stunning himself for 20 sec and reflecting 25% of all damage taken as Nature damage.

Discharge: Kazra'jin uses this ability after performing a Reckless Charge while possessed by the spirit of Gara'jal.Kazra'jin becomes electrified, stunning himself for 20 sec and reflecting 14% of all damage taken as Nature damage to all players.

Sul the Sandcrawler:

Sand Bolt: Sul the Sandcrawler hurls a bolt of sand at a random player's location, inflicting 180375 to 209625 Nature damage to all players within 5 yards of the targeted location.

Quicksand: Sul the Sandcrawler summons a pool of Quicksand at a random player's location, afflicting them with Entrapped.Quicksand inflicts 162500 Nature damage every second to all players within 7 yards and causes them to become Ensnared.

Ensnared: Quicksand pools cause players to gain a stack of Ensnared every second they are inside of it. Ensnared reduces movement speed by 15% per stack.If Ensnared reaches 5 stacks, players become Entrapped.

Entrapped: Players at the location of a pool of Quicksand being created or that reach 5 stacks of Ensnared are rooted in place for 30 sec.

Sandstorm: Sul the Sandcrawler uses this ability while possessed by the spirit of Gara'jal.Sul the Sandcrawler summons a sandstorm that inflicts 45500 Nature damage to all players every second for 8 sec, and animates all existing pools of Quicksand, transforming them into Living Sand.

Living Sand: Living Sand creatures rise from pools of Quicksand whenever a Sandstorm occurs, and remain active until they are killed.When a Living Sand dies, it creates a new pool of Quicksand at their location.

Fortified: Living Sand that are still active when a sandstorm occurs become fortified. This effect heals the Living Sand to full and increases all damage done by 100% until they are killed. This effect stacks.

Treacherous Ground: Quicksand pools that overlap with one another will combine into a single pool of proportionately larger size.Living Sand risen from Quicksand pools that have combined into larger pools have their health and damage increased by 125% for each pool that has combined.

Wrath of the Loa: High Priestess Mar'li strikes a player with the Wrath of the Loa, inflicting 154375 to 170625 Holy damage.

Blessed Loa Spirit: High Priestess Mar'li summons a Blessed Loa Spirit at her location. The spirit will move towards Mar'li's ally with the lowest remaining health and heal them for 5% of their maximum health if the spirit is not killed before reaching its target.If the spirit is still alive after 20 sec. it will instantly jump to its target and heal them for 5% of their maximum health.

Wrath of the Loa: High Priestess Mar'li uses this ability while possessed by the spirit of Gara'jal.High Priestess Mar'li strikes a player with the Wrath of the Loa, inflicting 82500 Shadow damage.

Shadowed Loa Spirit: High Priestess Mar'li uses this ability while possessed by the spirit of Gara'jal.High Priestess Mar'li summons a Shadowed Loa Spirit at her location. The spirit fixates on a random player and pursues them for 20 sec, instantly killing them if the spirit comes within 6 yards of the player.If the spirit is still alive after 20 sec it will instantly jump to its target and kill them.

Twisted Fate: High Priestess Mar'li uses this ability while possessed by the spirit of Gara'jal.High Priestess Mar'li rips the souls from two random players and links them together. Each soul pursues the soul it is linked to and inflicts 250000 Shadow damage to all players every 3 sec. The damage of Twisted Fate is reduced the farther each soul is from the other.When a soul dies, severing the link between the two, the remaining soul begins to inflict 100000 Shadow damage every 3 sec.

Tortos

Over the millennia, small amounts of mogu flesh-shaping magic seeped into the caverns below the Thunder King's citadel. The dark energies warped one of the chamber's native dragon turtles, melding it to the surrounding crystalline walls. Known as Tortos, this amalgamation of flesh and stone has since feasted on the cave's rich mineral deposits and grown to a colossal size.

Shell Block: The turtle hides in his shell at low health, gaining immunity to all damage. While in this state, the turtle can be kicked across the room by players, applying Shell Concussion to any creatures it hits along the way.

Kick Shell: This extra action button can be used to kick a defeated Whirl Turtle across the room. Move close to the shell, then aim by positioning it between yourself and your target. Enemies hit by the shell are afflicted by Shell Concussion.

Shell Concussion: When kicked, the shell spins forward, interrupting enemies it touches and leaving them off-balance, increasing the damage they take from all sources by 15% for 20 sec.

Rockfall: A lightning-charged stalactite falls from the roof of the cave, inflicting 502125 to 527875 Nature damage to enemies within 5 yards and 72900 to 89100 Nature damage to enemies within 20 yards.

Quake Stomp: Tortos performs a massive stomp, stunning all enemies for 1 sec and inflicting Physical damage to each equal to 105% of their maximum health. Quake Stomp also increases the frequency of Rockfalls for 8 sec.

Drain the Weak: Drains health when attacking targets with less than 550000 current health, inflicting 25% of weapon damage as Physical and healing the caster for 50 times the damage dealt.

Crystal Shell: The crystal reacts when struck, encasing the attacker in a shell that absorbs all incoming damage and healing. Initially the shell will absorb up to 100000 damage, but healing absorbed by the shell is added to this total, up to a maximum of 500000. The shell breaks when it cannot absorb any more damage.

Megaera

Even the most callous among the mogu quaver at the thought of the dark experiments performed at the Thunder King's behest. Long ago, a young cloud serpent was twisted into a multi-headed hydra and left to languish beneath Lei Shen's throne. Now the twisted creature lurks deep in the Forgotten Depths, awaiting the moment it may finally inflict its terrible agony upon others.

One Body, Many Heads:When one of Megaera's heads is destroyed, her body takes damage equal to the head's maximum health and two heads regrow in its place.

Concealing Fog: Megaera's body and distant heads are shrouded by thick, swirling fog and are unable to be attacked directly.

Rampage: Megaera begins to Rampage whenever more than 2 of her heads are outside of the Concealing Fog, inflicting 58500 Elemental damage to all enemies every second.In addition, Megaera will Rampage for 20 seconds whenever one of her heads is cut off. The damage dealt by a particular element is increased by 25% for each additional head of that element that is present.

Hydra Frenzy: Whenever one of Megaera's heads is killed, the heads remaining outside of the Concealing Fog are healed to full and attack 20% faster. This effect stacks.

Elemental Blood of Megaera: As Megaera grows new heads of a given type, her elemental blood increases the damage inflicted by all heads of the same type by 15% for each additional head of that type. This effect stacks.

Megaera's Rage: Megaera's heads outside of the Concealing Fog will begin to spit at their target when they have no targets within melee range. This effect inflicts 325000 Elemental damage to all enemies within 5 yards upon impact.

Flaming Head:

Cinders: Megaera's Flaming Heads use this ability when they are within the Concealing Fog.Flaming Heads ignite a random player, inflicting 136500 Fire damage and an additional 97500 Fire damage every 1 sec for 30 sec. In addition, players afflicted with Cinders will cause Icy Ground to melt when they come into contact with it.When Cinders is removed, a pool of flames is created at the target's location that persist for 1 min. The pool inflicts 136500 Fire damage every 1 sec. to all players within 5 yards.

In Heroic Difficulty, Cinders creates a pool of flames at the target's location every 3 seconds.

Ignite Flesh: Megaera's Flaming Heads breathe flames on all players in front of her, inflicting 165750 Fire damage every second for 3 sec. Players hit by Ignite Flesh burn for 39000 additional Fire damage every second for 45 sec. This effect stacks.

Frozen Head:

Torrent of Ice: Megaera's Frozen Heads use this ability when they are within the Concealing Fog.Megaera's Frozen Heads channel a beam of ice at at a random player, inflicting 55250 Frost damage at the point of contact every 0.5 sec. for 8 sec. The beam freezes the ground in its wake, creating Icy Ground for 1 min.In addition, the Torrent of Ice beam will douse any pools of Cinders that it comes into contact with.

Icy Ground: The frozen ground inflicts 88400 Frost damage every second to all players who touch it, reducing their movement speed by 5%. The snare effect of Icy Ground stacks up to $139922U times.

In Heroic Difficulty, Icy Ground grows to twice its original size over 1 min.

Arctic Freeze: Megaera's Frozen Heads breathe ice on all players in front of her, inflicting 165750 Frost damage every second for 3 sec. Players hit by Arctic Freeze begin to freeze solid and are stunned for 20 sec. if they reach $139843U stacks of Arctic Freeze.

Venomous Head:

Acid Rain: Megaera's Venomous Heads use this ability when they are within the Concealing Fog.Megaera's Venomous Heads spit a globule of acid at a random player, inflicting 390000 Nature damage to all players upon impact. The damage of Acid Rain is reduced the farther players are from the point of impact.

In Heroic Difficulty, Megaera's Venomous Heads spit three globules of acid at a time.

Rot Armor: Megaera's Venomous Heads breathe corrosive gas on all players in front of her, inflicting 165750 Nature damage every second for 3 sec. Players hit by Rot Armor take 6% increased damage from all sources for 45 sec. This effect stacks.

Arcane Head:

Nether Tear: Megaera's Arcane Heads use this ability when they are within the Concealing Fog.Megaera's Arcane Heads open a tear into the nether, releasing a Nether Wyrm every 1 sec. for 6 sec.

Diffusion: Megaera's Arcane Heads breathe arcane energy on all players in front of her, inflicting 165750 Arcane damage every second for 3 sec. Players hit by Diffusion redirect 10% of all healing received to allies within 8 yards that are not afflicted with Diffusion. This effect stacks.

Ji-Kun

Mogu flesh-shapers discarded their failed creations in an abyssal shaft beneath Lei Shen's keep. The reek of decay lured many scavengers to the refuse pit, including the great Ji-Kun. Ruthless and cunning, the monstrous bird devoured her rivals one-by-one until she held sole dominion over the shadowy tunnel.

Ji-Kun's Flock:Ji-Kun's young are located throughout the roost and progress through different stages of life. After a period of incubation Young Eggs of Ji-Kun will hatch into Hatchlings. When fed by Ji-Kun the Hatchlings then mature into Fledglings. Both Fledgeling Eggs and Mature Eggs will hatch into Juveniles.

Young Egg of Ji-Kun: Eggs in the lower nests located around Ji-Kun's roost will periodically hatch. Once the egg hatches, a Hatchling will emerge.

Hatchlings: Hatchlings will call for Ji-Kun to feed them shortly after spawning. If a hatchling senses food nearby they will attempt to feed. If a hatchling successfully feeds it will mature into a Fledgling.

Cheep: The hatchling yells with all their might at their current target, inflicting 27000 to 33000 Physical damage.

Lay Egg: Fledglings will lay eggs that are already incubated. When these eggs hatch they spawn a Juvenile.

Cheep: The fledgling yells with all their might at a random target, inflicting 54000 to 66000 Physical damage.

Mature Egg of Ji-Kun: Mature Eggs of Ji-Kun take longer to incubate and spawn a Juvenile when the incubation process is complete.

Juvenile: Juveniles quickly take to the air and fly over the main platform of Ji-Kun. Juveniles periodically cast Cheep at a random target for as long as they're alive.

Cheep: The Juvenile screams with all their might, inflicting 135000 to 165000 Physical damage to the victim.

Nest Guardians: Nest Guardians spawn with nests periodically through the Heroic versions of the Ji-Kun encounter and will attack any players attempting to attack the nest on which they spawn.

Talon Strike: The Nest Guardian strikes with both its talons, inflicting Physical damage to all enemies in a 180 degree arc.

Screech: If not actively engaged in melee combat Nest Guardians will Screech, inflicting 135000 to 165000 Physical damage and interrupting the current spellcast of all players. Mana-using players will have their casting speed reduced by 30% until they successfully cast their next spell.

Feed Young: Ji-Kun spits up globs of food for her young. If a hatchling has called out for food, Ji-Kun will aim this ability in their direction; otherwise the food will land at random locations around Ji-Kun's platform. When the food lands on the ground it forms a Feed Pool.While a glob of food is traveling through the air, players can intercept it to prevent a Feed Pool from forming. Doing so afflicts the player with Slimed.

Slimed: After intercepting Ji-Kun's food globules the player suffers 150000 Nature damage every 3 seconds 10 sec. This effect increases the damage of the next Slimed by 10% when it expires. The increased damage effect stacks.

Feed Pool: Feed Pools that form on the main platform will inflict 80000 Nature damage to all players within them each second. If a player stands in a Feed Pool for 3 seconds they will absorb the Feed Pool and become Slimed.

Well Fed: Successfully catching one of Ji-Kun's food globules mid-air increases the player's damage and healing by 0% for until cancelled.

Talon Rake: Ji-Kun uses her talons to pierce through the armor of her current target. Talon Rake inflicts 175% weapon damage as Physical damage and increases the damage received by the victim from future Talon Rakes by 50% for 1 min.

Quills: Ji-Kun sends her quills about the entire roost, inflicting 54000 to 66000 Physical damage to all players every 1 sec for 10 sec.

Down Draft: Ji-Kun flaps her wings violently, pushing all enemies on her platform outward. Down Draft persists for 8 sec.

Caw: Ji-Kun cries out at 2 random players, sending piercing sound waves at their locations. When the waves reach their destination they inflict 225000 to 275000 Physical damage to all targets within 8 yards of the impact.

Caw: Ji-Kun cries out at 5 random players, sending piercing sound waves at their locations. When the waves reach their destination they inflict 225000 to 275000 Physical damage to all targets within 8 yards of the impact.

Daedalian Wings: When an egg or hatchling from the lower nests located around Ji-Kun's roost is slain it leaves behind a feather for players to loot. This feather grants the player Daedalian Wings. Daedalian Wings grants the player an extra action button that allows players to take flight for 10 sec.

In Normal difficulty, feathers grant 4 charges of Daedalian Wings. Players can have up to 4 charges at any time.

In Heroic difficulty, feathers grant 3 charges of Daedalian Wings. Players can have up to 3 charges at any time.

Flight: Players who have the Daedalian Wings buff can take flight for 10 sec.

,6 In the Normal and Heroic versions of the Ji-Kun encounter, using Flight consumes one charge of Daedalian Wings.

In Raid Finder difficulty, players can pick up (and only need) one Feather of Ji-Kun.

Durumu the Forgotten

Lei Shen commanded his sorcerers to mold an aberration that could peer into the hearts of his followers and detect betrayal. From this decree, Durumu was given life. The clever entity stubbornly obeyed its masters until the Thunder King's death, at which time it disappeared into the citadel's labyrinthine corridors. Only recently has Durumu, all but forgotten by the mogu, emerged from hiding.

Arterial Cut: Victims of Arterial Cut suffer 60000 Physical damage every second until they are restored to full health.

Gaze: If Durumu has no valid melee targets he instead Gazes at all players, inflicting 50% weapon damage as Physical damage.

Disintegration Beam: Durumu will focus his gaze into a beam of pure destruction directly in front of him. Players who are caught in the beam are killed instantly. While focusing this beam Durumu will slowly turn in either direction and his Cross-Eye will create a maze of Eye Sores across the platform.

Cross-Eye: Durumu's Cross-Eye creates a maze of Eye Sores across the platform whenever he channels his Disintegration Beam.

Eye Sore: Eye Sores inflict 160000 Arcane damage to victims within their area of effect every second.

Stern Eye: Stern Eyes are created as part of the Cross-Eye's maze pattern around the circumference of Durumu's platform. Stern Eyes gaze directly back at Durumu and will focus on players inside the inverted thirty-degree cone area in front of them. The cone is widest at the edge of the platform and tapers off to a point at Durumu's location in the center of the platform.The closest players inside this area will be victim to Stern Gaze.

Stern Gaze: Stern Eyes inflict Arcane damage to the closest 5 players based on how far they are from the Stern Eye.

Stern Gaze: Stern Eyes inflict Arcane damage to the closest 2 players based on how far they are from the Stern Eye.

Mind Daggers: Any currently active eyes other than the Cross-Eye will inflict 40800 to 55200 Arcane damage to random players in the raid.

In 10-Player difficulties 1 player is chosen at random.

In 25-Player difficulties 3 players are chosen at random.

Walls of Ice: Durumu summons three walls of ice to impede players as they attempt to move around the platform. The individual sections of each ice wall have their health linked and will shatter when any section has been sufficiently damaged.

Light Spectrum: Durumu spawns a Blue Eye, Red Eye, and a Yellow Eye to cast three color beams targeting random players in the raid. Once the initial beam completes, the Blue Eye and Red Eye focus a cone on the target for the duration of the Light Spectrum sequence. The Yellow Eye moves its cone in one randomly chosen direction.

,6 Players in each cone split damage equally and will gradually suffer more damage the longer they are within the cone's area of effect.

In Raid Finder Difficulty, each cone inflicts damage to all players within it.

Each cone reveals a specific creature that is normally invisible.

,6 These cones persist until players have found and vanquished all Crimson Fogs.

In Raid Finder Difficulty, these cones persist until players have found and vanquished one fog beast of each color.

Infrared Light: If no players are in the Red Eye's cone, the Eye will inflict 200000 Fire damage to all players. Otherwise all players within the Red Eye's cone suffer 118750 to 131250 Fire damage every 2 seconds.

Infrared Light: If no players are in the Red Eye's cone, the Eye will inflict 200000 Fire damage to all players. Otherwise all players within the Red Eye's cone split 118750 to 131250 Fire damage equally every 2 seconds.

Bright Light: If no players are in the Yellow Eye's cone, the Eye will inflict 200000 Nature damage to all players. Otherwise all players within the Yellow Eye's cone suffer 118750 to 131250 Nature damage every 2 seconds.

Bright Light: If no players are in the Yellow Eye's cone, the Eye will inflict 200000 Nature damage to all players. Otherwise, all players within the Yellow Eye's cone split 118750 to 131250 Nature damage equally every 2 seconds.

Blue Rays: If no players are in the Blue Eye's cone, the Eye will inflict 200000 Frost damage to all players. Otherwise all players within the Blue Eye's cone suffer 118750 to 131250 Frost damage every 2 seconds.

Blue Rays: If no players are in the Blue Eye's cone, the Eye will inflict 200000 Frost damage to all players. Otherwise all players within the Blue Eye's cone split 118750 to 131250 Frost damage equally every 2 seconds.

Crimson Fog: Crimson Fogs are only revealed by the Red Eye's Infrared Light.

Amber Fog: Amber Fogs are only revealed by the Yellow Eye's Bright Light.

Amber Retaliation: Amber Fogs will cast Amber Retaliation once for every 10% health lost. Amber Retaliation inflicts 24420 to 28380 Nature damage to all players within the cone of Bright Light.

Burst of Amber: If an Amber Fog leaves the area of Yellow Eye's Bright Light it will cast Burst of Amber. Burst of Amber inflicts 124875 to 145125 Nature damage to all players.

Azure Fog: Azure Fogs are only revealed by Blue Eye's Blue Rays.

Icy Grasp: Azure Fogs inflict increasing Frost damage to all players in the cone of Blue Rays while revealed by the Blue Eye's cone of Blue Rays.

Flash Freeze: If an Azure Fog leaves the area of Blue Eye's Blue Rays it will explode for 124875 to 145125 Frost damage to all players.

Flash Freeze: If an Azure Fog leaves the area of Blue Eye's Blue Rays it will explode for 124875 to 145125 Frost damage to all players. Azure Fogs will also cast this spell whenever they are slain.

Biting Chill: When players destroy an Azure Fog, it will respawn in a random location on the platform.

Mind's Eye: Durumu summons a Mind's Eye that casts Force of Will periodically.

Force of Will: The Mind's Eye focuses intently on a random player, knocking back any players who remain in the Eye's gaze when Force of Will finishes casting.

Hungry Eye: Durumu summons a Hungry Eye that casts Life Drain on players.

Life Drain: The Hungry Eye focuses its gaze on a random player and begins to draw out their life force, stunning them for 15 sec. Life lost from the victim is added to Durumu's health pool.The longer the Hungry Eye is allowed to focus on any given player the more life will be drawn from the victim. Hungry Eyes drain the life of the closest player between it and the initial target.

Dark Parasite: Dark Parasites course through the victim, inflicting Shadow damage every second. The amount of damage increases the longer the parasite is allowed to infect its host.Dispelling the parasites from the victim causes the parasites to morph into a Dark Plague.

Dark Plague: When Dark Parasites are cleansed they morph into a Dark Plague. Dark Plague's duration is equal to the duration remaining when Dark Parasites was cleansed and will spawn a Wandering Eye every 3 seconds.

Wandering Eye: Wandering Eyes are spawned from victims of Dark Plague and will attack a random player.

Devour: Wandering Eyes inflict 50000 Shadow damage to their chosen host every two seconds. Any damage the Wandering Eye suffers is copied to the host.

Lingering Gaze: The Appraising Eye lobs a shadowy missile at two random players. When the missile lands it explodes for 190000 to 210000 Shadow damage to all within 15 yards and will create a zone that will persist until the end of the encounter. Players entering this zone suffer 100000 Shadow damage every second and are slowed 0%.

Lingering Gaze: The Appraising Eye lobs a shadowy missile at five random players. When the missile lands it explodes for 190000 to 210000 Shadow damage to all within 15 yards and will create a zone that will persist until the end of the encounter. Players entering this zone suffer 100000 Shadow damage every second and are slowed 0%.

Lingering Gaze: The Appraising Eye lobs a shadowy missile at three random players. When the missile lands it explodes for 190000 to 210000 Shadow damage to all within 15 yards and will create a zone that will persist until the end of the encounter. Players entering this zone suffer 100000 Shadow damage every second.

Primordius

Deep within the bowels of Lei Shen's island citadel, mogu flesh-shapers formed the saurok out of a magical substance of unknown origin. When the citadel was abandoned, some experiments languished in the dark pools for far too long....

Primordial Strike: Primordius claws at his current target, inflicting 700000 Physical damage to all players in a 7-yard cone.

Malformed Blood: The heavily-mutated blood within Primordius spreads to his current target, inflicting 10000 Nature damage every 3 sec and causing the afflicted player's attacks to Congeal Blood, inflicting 20000 additional Nature damage to Living Fluids and Viscous Horrors. This effect lasts 1 min and stacks.

Mutated Abomination: Primordius is heavily mutated and resists attacks from non-mutated creatures. Damage taken from non-Fully Mutated players is reduced by 50%.

Evolution: When Primordius is mutated by enough Living Fluids, Mutagenic Pools, and his natural mutation rate, he evolves. Evolution increases all damage dealt by Primordius by 10% and grants him a new mutation. This effect stacks. Primordius can only have 3 mutations at any time.

Mutation: Metabolic Boost: A hyperactive metabolism allows Primordius to use abilities more often and increases attack speed by 50%.

Mutation: Erupting Pustules: Pustules erupt every 5 sec, showering the area with corrosive blood that inflicts 277500 to 322500 Nature damage within 2.5 yards of the impact.

Living Fluid: Living fluid seeps from the pools surrounding Primordius's lair and these oozes slowly make their way to Primordius.

Mutate Primordius: If a Living Fluid reaches Primordius, it is absorbed, increasing Primordius's current mutation level.

Mutagenic Pool: When a Living Fluid dies, it leaves behind a Mutagenic Pool that can mutate Primordius or players.

Mutate Primordius: When Primordius steps on a Mutagenic Pool, it is absorbed, increasing Primordius's current mutation level.

Mutate Player: When player steps on a Mutagenic Pool, it is absorbed, inflicting 92500 to 107500 Nature damage and causing a helpful mutation. If 0 mutations are present, the mutation will be a harmful mutation. If a mutated player is dispelled, all mutations are removed.

Helpful Mutation: Thick Bones: The player's bones become thick and powerful, increasing all stats by 10%. This effect can stack up to 10 times.

Harmful Mutation: Fragile Bones: The player's bones become thin and brittle, reducing all stats by 10%. This effect can stack up to 10 times.

Helpful Mutation: Clear Mind: The player's mind becomes clear and focused, increasing Mastery by 10%. This effect can stack up to 10 times.

Harmful Mutation: Clouded Mind: The player's mind becomes clouded and unfocused, reducing Mastery by 10%. This effect can stack up to 10 times.

Helpful Mutation: Improved Synapses: The player's neural synapses fire more quickly, increasing Haste by 10%. This effect can stack up to 10 times.

Harmful Mutation: Dulled Synapses: The player's neural synapses fire more slowly, reducing Haste by 10%. This effect can stack up to 10 times.

Fully Mutated: When a player acquires 10 helpful mutations, they become Fully Mutated, allowing full damage to be dealt to Primordius. Additional mutations after this point will be harmful.

Volatile Pool: When a Living Fluid dies, it will rarely leave behind a Volatile Pool that can mutate Primordius or Players.

Mutate Primordius (Volatile): When Primordius steps on a Volatile Pool, it is absorbed, increasing Primordius' current mutation level to its maximum and healing Primordius for 10% of his maximum health.

Mutate Player (Volatile): When player steps on a Volatile Pool, it is absorbed, inflicting 370000 to 430000 Nature damage and causing a harmful mutation. If a mutated player is dispelled, all mutations are removed.

Viscous Horror: A heavily-mutated creature made of the same fluid that spawned Primordius.

Deadly Mutagen: If a Viscous Horror gets close to Primordius, the mixture of mutative energies will cause it to explode, inflicting 999999 Nature damage to all players.

Dark Animus

During his reign, Lei Shen labored to build a mechanical servant that would defend his citadel without fear. When his first attempt failed, rage took hold of the Thunder King. He poured this negative emotion into his next, and most successful, creation: the Dark Animus. To this day, the ornate construct observes its duty, empowered by the mysterious substance at the heart of all mogu flesh-shaping experiments.

Powered by Anima: Anima Golems cannot act or use abilities without Anima. Anima capacity is limited by the size of the golem; larger golems can hold more. The Dark Animus has the largest capacity, but cannot use most of its abilities until it reaches specific Anima levels.Defeating any size Anima Golem will cause the Anima that was powering it to transfer to a random golem with enough available capacity.

Powered by Anima: Anima Golems cannot act or use abilities without Anima. Anima capacity is limited by the size of the golem; larger golems can hold more. The Dark Animus has the largest capacity, but cannot use most of its abilities until it reaches specific Anima levels.Defeating any size Anima Golem will cause the Anima that was powering it to transfer to the nearest golem with enough available capacity.

Critically Damaged: Some of the Anima Golems found in 10 player difficulties have sustained severe damage. These golems can still absorb Anima, but cannot act or use abilities.

Crimson Wake: Anima repeatedly explodes upward from the ground in a line that accelerates toward a random target. Crimson Wake will pursue the target for up to 30 seconds. Enemy targets hit by the explosions suffer 190000 to 210000 Fire damage.

Massive Anima Golem:

Matter Swap: Dematrixes the target enemy's matter. When this effect is removed, the target swaps places with its most distant ally and Arcane damage equal to the target's maximum health is split between them. The portion of the total damage shifted to the target's ally increases each second.

Explosive Slam: The golem slams the ground, inflicting 268125 to 281875 Fire damage to enemies within 11 yards of his target. Enemies struck are seared, increasing the damage of subsequent Explosive Slams for 25 sec.

Dark Animus:

Activation Sequence: The Dark Animus must run through its activation sequence before it can attack or use abilities. This process takes 1 min.

Siphon Anima: The Dark Animus periodically drains Anima from its minions. 2 Anima is drained from each golem.

Touch of the Animus: The Dark Animus periodically corrupts a random target, inflicting 60000 Fire damage every 4 seconds for the remainder of the encounter.

Empower Golem: The Dark Animus targets the active golem with the least health, healing it by 10% and increasing all damage it deals by 100% for the remainder of the encounter.

Anima Ring: Upon reaching 25 Anima, the Dark Animus gains the ability to form several spheres in a circle around the target. The spheres move toward the center of the circle. Enemy targets that touch a sphere will consume it, increasing the damage they take from melee attacks by 70000% for 15 sec. This effect stacks.

In Heroic Difficulty each sphere also inflicts 350000 Fire damage over the duration.

Anima Font: Upon reaching 50 Anima, the Dark Animus gains the ability to further corrupt a target already afflicted by Touch of the Animus, causing them to spew Anima bolts at nearby locations every 1 sec. Enemies struck by the bolts suffer 356250 to 393750 Fire damage.

Interrupting Jolt: Upon reaching 75 Anima, the Dark Animus gains the ability to release a burst of energy, inflicting 341250 to 358750 Nature damage and interrupting the spellcasts of all players.

FULL POWER: Upon reaching 100 Anima, the Dark Animus gains the ability to unleash a torrent of Anima bolts that strike at random targets. Each bolt inflicts 475000 to 525000 Fire damage to enemies within 5 yds. of the impact point.

Iron Qon

Legends speak of the brutality of Qon and his quilen champions. The fearless mogu commander was dubbed "Iron Qon" by the Thunder King for his unrelenting resolve to claim victory after victory for the empire regardless of the cost.

Molten Overload: When he reaches maximum Molten Energy, Ro'shak overloads and combusts, casting Molten Inferno every 1 sec until he is degraded of molten energy. This effect temporarily increases his damage dealt by 50%.

Unleashed Flame: Ro'shak incinerates the largest cluster of enemies he can find, inflicting 400000 Fire damage split evenly among targets within 10 yards. Discharging this flame relieves Ro'shak of 30 Molten Energy.There must be at least 3 targets clustered in order to get Ro'shak's attention.

Unleashed Flame: Ro'shak incinerates the largest cluster of enemies he can find, inflicting 400000 Fire damage split evenly among targets within 10 yards. Discharging this flame relieves Ro'shak of 30 Molten Energy.There must be at least 5 targets clustered in order to get Ro'shak's attention.

Whirling Winds: Quet'zal summons a massive swirl of wind and launches it ahead of him, inflicting 195000 to 205000 Nature damage to all players with which it comes into contact.

Quet'zal, the Stormcaller:

, 6 In Heroic difficulty, the Iron Qon's Quilen flee at 25% Health.

Arcing Lightning: Quet'zal zaps a random player with Lightning, stunning them and causing them to shock nearby allies for 14625 to 15375 Nature damage. This effect jumps to nearby allies, causing them to also pulse with electricity.They are stunned until another player pulls them out of the storm. If they die while under the effect of Lightning Storm, then Arcing Lightning will zap a random player.

Windstorm: Quet'zal pulls all players into the eye of a rushing windstorm. Players suffer 17550 to 18450 Nature damage every 1 sec until they are able to exit the storm. Damage, healing, and absorption effects cast while inside the windstorm are decreased by 80%.Once the storm is over, some rushing winds will linger.

Dead Zone: Dam'ren directionally shields himself. Players standing within the Dead Zone created by this shield cause all incoming and outgoing attacks to miss.

Freeze: Dam'ren freezes a random player. After 1-5 sec, Dam'ren will then Shatter them, inflicting 58500 to 61500 Frost damage to all enemies.

Freeze Spear: Frozen Blood: Dam'ren strikes Iron Qon's spear with ice, freezing the ground around it. Coming into contact with the frozen ground inflicts 58500 to 61500 Frost damage instantly and slows the player's movement, melee, ranged, and casting speeds by 25%. This effect stacks while standing within the area of frozen blood.

Spark of the Molten Flare: Ro'shak: In Heroic difficulty, Ro'shak attacks players alongside Dam'ren. He casts Unleashed Flame on the largest clump of enemies he can find. If he cannot find a clump of enemies, he instead casts it on a random target.

Iron Qon's Last Stand:Having lost his prime quilen mounts, Iron Qon faces you himself. In addition to his previous attacks, he gains new abilities.

Fist Smash: Having no spear in hand, Iron Qon smashes the ground violently, inflicting 14625 to 15375 Physical damage to all players every 0.75 sec for 7 sec.

Ignite Cyclone: Iron Qon ignites a random cyclone, causing it to burn all players for 9250 to 10750 Fire damage every 2 sec.

Freeze Cyclone: Iron Qon freezes a random cyclone, causing it to entomb players in ice on contact. The player will take damage equal to 5% of their maximum health every 2 sec.

Twin Consorts

The Twin Consorts are said to be greatest of the Thunder King's treasures. Rumored to be the only known female mogu in existence, Lei Shen keeps his trophies close and their combined arsenal against interlopers closer.

Moon Lotus: Lu'lin sprouts a lovely Moon Lotus, which casts Slumber Spores in each direction. Coming into contact with Slumber Spores puts the player to sleep for 5 sec.This effect may only occur in darkness. During dusk or daytime, the Moon Lotus will remain but no longer bloom.

Cosmic Barrage: Lu'lin dances in place, summoning a barrage of stars. At the end of her dance, she commands the stars to attack. Each star selects a random player and crash down upon them, inflicting 321750 to 338250 Arcane damage to all players within 8 yards of the target, knocking them back.This effect may only occur in darkness.

Beast of Nightmares: Lul'lin pulls a beast from her target's Nightmares, commanding it to attack! This beast may only be attacked by the target on whom it is fixated. Healing this target will cause the Corrupted Healing effect.This effect may only occur in darkness. During dusk or daytime the target may still attack the beast, but no new beasts will be summoned.

Corrupted Healing: Healing the target of the Beast of Nightmares corrupts the healer, inflicting 29250 to 30750 Shadow damage every 1 sec. This effect stacks.

Lurkers in the Night: Lu'lin calls forth the Lurkers of the Night. Lurkers barrage random targets with darkness, inflicting 29250 to 30750 Shadow damage.Exposing Lurkers to Suen's daylight will reveal them, allowing them to be attacked and killed. They will also naturally become visible during dusk and daytime.

Suen, Mistress of Anger:

Tears of the Sun: Suen appears briefly during the night, attacking players and channeling the Tears of the Sun. Tears of the Sun inflicts 107250 to 112750 Fire damage to random players over the course of the channel.After she finishes channeling Tears of the Sun, she will dissipate into the night.

Light of Day: Suen appears briefly during the night, beaming a ray of sunlight at a random player, inflicting 166500 to 193500 Fire damage to all players within 8 yards of the target.She will then dissipate into the night. Light of Day will instantly melt any Ice Comets with which it comes into contact.

Blazing Daylight: Suen's Fury:As Day breaks within the Twin Consorts' chamber, Suen is empowered and fully active, while Lu'lin plays a more limited role.

Suen, Mistress of Anger:

Fan of Flames: Suen slices rapidly at her target with a burning fan, inflicting weapon damage as Fire and increasing the amount of Fire damage taken by 25% for 30 sec.Suen will only use this ability during daytime.

Flames of Passion: Suen leaps at a random distant target, inflicting 138750 to 161250 Fire damage and knocking all nearby enemies away. She will leave a lingering trail of flames as she returns to her primary target.

Blazing Radiance: Suen burns brightly during the day, inflicting 54810 to 71190 Fire damage to all players every 2 sec. Releasing this energy will cause a stacking effect every time it pulses, increasing the damage dealt by Suen's Fire attacks by 5%.Blazing Radiance will melt Ice Comets. The closer Suen is to an Ice Comet, the more quickly it will melt. However, standing very close to an Ice Comet will decrement stacks of Blazing Radiance on Suen.

Light of Day: Suen beams a ray of sunlight at a random player, inflicting 166500 to 193500 Fire damage to all players within 8 yards of the target.

, 6 Light of Day will instantly melt any Ice Comets with which it comes into contact.

Nuclear Inferno: Suen channels a nuclear inferno, blasting the raid for 97500 to 102500 damage every 1 sec.While she is channeling this effect, her ranged and spell deflection is increased by 100%. Her dodge chance is increased by 100% as well.

Lu'lin, Mistress of Solitude:

Ice Comet: Lu'lin peers briefly from her veil of darkness, calling forth an Ice Comet around a random player. The frozen blast inflicts 370000 to 430000 Frost damage to all enemies within 6 yards of the target, leaving an Ice Comet in its place.Additionally, Ice Comets will reduce stacks of Blazing Radiance on Suen if she stands nearby.

Break of Dusk: The Dance of the Consorts:During the Dusk, both Twins are active, each retaining some of their abilities, and gaining the following new abilities.

Lu'lin, Mistress of Solitude: If Lu'lin perishes, Dusk ends and Day begins anew, fully empowering Suen. During Day, Suen once again burns brightly with Blazing Radiance.

Tidal Force: Protective icy waters encase Lu'lin and burst outwards, inflicting 341250 to 358750 Frost damage on impact. While she is channeling this effect, her ranged and spell deflection is increased by 100%. Her dodge chance is increased by 100% as well.

Elixir of the Jade Moon: Lu'lin imbues her sister with the Elixir of the Jade Moon, healing her for 5% of her life if she is within 30 yards.

Suen, Mistress of Solitude: If Suen perishes, Dusk ends and Night begins anew, fully empowering Lu'lin. During Night, Moon Lotuses once again bloom, and Beasts of Nightmares once again spawn.

Nuclear Inferno: Suen channels a nuclear inferno, blasting the raid for 97500 to 102500 damage every 1 sec.While she is channeling this effect, her ranged and spell deflection is increased by 100%. Her dodge chance is increased by 100% as well.

Celestial Aid:

Niuzao: Fortitude of the Ox: A player may choose to invoke the spirit of Niuzao by selecting his faded image. Upon doing so, the player must trace Niuzao's constellation.Upon completion, Niuzao appears and blesses players with Fortitude of the Ox, which temporarily grants all players additional maximum health. After the effect expires, the health is lost. This effect lasts 30 sec.

Chi-Ji: A Rush of Cranes: A player may choose to invoke the spirit of Chi-Ji by selecting his faded image. Upon doing so, the player must trace Chi-Ji's constellation.Upon completion, Chi-Ji appears and swarms the battlefield with cranes. These cranes inflict 14625000 to 15375000 damage to enemies with which they come into contact.

Yu'lon: The Serpent's Vitality: A player may choose to invoke the spirit of Yu'lon by selecting her faded image. Upon doing so, the player must trace Yu'lon's constellation.Upon completion, Yu'lon appears and breathes life into players, causing them to regenerate 19500 to 20500 health and 4875 to 5125 mana every 1 sec.

Xuen: The Tiger's Celerity: A player may choose to invoke the spirit of Xuen by selecting his faded image. Upon doing so, the player must trace Xuen's constellation.Upon completion, Xuen appears and imbues players with Tiger's Celerity. Blessed players move so quickly that time itself seems to slow down, affecting the movement, casting, and projectile speed of all enemies. Players will be able to avoid abilities that were previously unavoidable.

Lei Shen

Tyrant. Dictator. Conqueror. Emperor. These titles of the Thunder King were earned by bringing absolute misery to every race of Pandaria. Resurrected into a world where his people no longer rule, Lei Shen is bent on ending the farce and bringing the land under his heel once more.

Lightning Conduits:While Lei Shen is in range of a Lightning Conduit he powers it, granting him an additional ability specific to that Lightning Conduit. The energy level of the Conduit increases the longer Lei Shen charges it, increasing damage dealt by the granted ability. When the Conduit's power reaches 100 energy, it will increase the level of the Conduit, and the Conduit's power will reset to 0.

North Conduit: Static Shock: Lei Shen charges the target with Static Shock. After 8 sec, Static Shock inflicts 1000000 Nature damage, divided among all players within 8 yards.As the level of the Static Shock Conduit increases, the number of targets Lei Shen afflicts with Static Shock will also increase.

,6,7Damage of Static Shock increases as the Power and Level of the North Conduit increases.

East Conduit: Diffusion Chain: Lei Shen zaps a player, inflicting 97500 to 102500 Nature damage. This attack chains to nearby enemies, inflicting increased damage to each successive target. Each time Diffusion Chain strikes an enemy, a Diffused Lightning spawns at that location.As the level of the Diffusion Chain Conduit increases, the spawned Diffused Lightning elementals grow more powerful.

,6,7Damage of Diffusion Chain increases as the Power and Level of the East Conduit increases.

In Heroic, the Diffused Lightning will fixate on the player that it spawned from.

South Conduit: Overcharge: Lei Shen Overcharges a target player. The player becomes rooted and after 6 sec causes Overcharge to burst, creating a torus of electric energy around the target that quickly expands to create a ring with a safe area in the center. This burst inflicts 146250 to 153750 Nature damage, stunning affected targets for 3 sec.As the level of the Overcharge Conduit increases, the number of targets Lei Shen afflicts with Overcharge also increases.

,6,7Damage of Overcharge increases as the Power and Level of the South Conduit increases.

West Conduit: Bouncing Bolt: Lei Shen conjures Bouncing Bolts that target random locations on the ground. Each Bolt inflicts 107250 to 112750 Nature damage split among players within 6 yards. If the Bouncing Bolt does not impact with a player, an Unharnessed Power forms, and the Bouncing Bolt bounces again.As the level of the Bouncing Bolt Conduit increases, the number of Bouncing Bolts that Lei Shen conjures also increases.

,6,7Damage of Bouncing Bolt increases as the Power and Level of the West Conduit increases.

Unharnessed Power: Each time a Bouncing Bolt impacts the ground and is not absorbed by a player, an Unharnessed Power forms.

Stage One: Thunderstruck!:Lei Shen equips his Axe, Thunder, which he can throw with deadly accuracy and cause lightning to strike the ground wherever it lands. Lei Shen will charge any Conduit that he is near.

Discharged Energy: If Lei Shen is not charging a Conduit, he will Discharge electricity, inflicting increasing Nature damage to all players every 0.5 sec.

Thunderstruck: Lei Shen winds up to hurl his axe at a target location, inflicting 1706250 to 1793750 Nature damage to nearby enemies. The damage inflicted decreases the farther away an enemy is from the impact point.

Intermission: Supercharge Conduits!:When he has 65% health remaining, Lei Shen casts Supercharge Conduits, becoming invulnerable and activating all four Conduits at once, supercharging them and increasing their level by one. Lei Shen can only maintain Supercharge Conduits for 45 seconds.

Overloaded Circuits: The Conduit with the highest charge after Supercharge Conduits expires becomes Overloaded, disabling the Conduit. An Overloaded Conduit inflicts 39000 to 41000 Nature damage every 1 sec to that quadrant of the room.

In Heroic Difficulty, instead of the Overloaded Conduit becoming disabled, it remains active for the remainder of the fight, granting Lei Shen that ability.

Helm of Command: Lei Shen forces the target off the platform by using his Helm of Command. Inflicts 58500 to 61500 Nature damage every 1 sec for 8 sec.

Stage Two: Lightning Will End You!:Lei Shen equips his Polearm, Lightning, allowing him to call lightning from the sky. Lei Shen will charge any Conduit that he is near.

Discharged Energy: If Lei Shen is not charging a Conduit, he will Discharge electricity, inflicting increasing Nature damage every 0.5 sec.

Fusion Slash: Lei Shen slashes at the target with his polearm, inflicting 585000 to 615000 Nature damage and increases damage taken from Fusion Slash by 50% for 1 min.

Summon Ball Lightning: Summon several Ball Lightning elementals at the feet of random targets, inflicting 97500 to 102500 Nature damage to players within 6 yards of each elemental's creation.

Intermission: Supercharge Conduits!:When he has 30% health remaining, Lei Shen casts Supercharge Conduits, becoming invulnerable and activating all four Conduits at once, supercharging them and increasing their level by one. Lei Shen can only maintain Supercharge Conduits for 45 seconds.

In Heroic instead of the Overloaded Conduit becoming disabled, it remains active for the remainder of the fight, granting Lei Shen the ability.

Overloaded Circuits: The Conduit with the highest charge after Supercharge Conduits expires becomes Overloaded, disabling the Conduit. An Overloaded Conduit inflicts 39000 to 41000 Nature damage every 1 sec to that quadrant of the room.

In Heroic Difficulty, instead of the Overloaded Conduit becoming disabled, it remains active for the remainder of the fight, granting Lei Shen that ability.

Helm of Command: Lei Shen forces the target off the platform by using his Helm of Command. Inflicts 58500 to 61500 Nature damage every 1 sec for 8 sec.

Stage Three: Master of Thunder and Lightning:Lei Shen equips both his Axe and Polearm, wielding Thunder and Lightning in unision against his enemies. Lei Shen casts Overwhelming Power and consumes all electricity from the Throne of Thunder, destroying any remaining functional Conduits, preventing their further activation.

Overwhelming Power: Lei Shen absorbs all of the electrical power from the Throne of Thunder, destroying any remaining functional Conduits, preventing their further activation. Overwhelming Power causes Lei Shen's melee attacks to inflict 7800 to 8200 Nature damage every 1 sec for 8 sec.

Thunderstruck: Lei Shen winds up to hurl his axe at a target location, inflicting 1706250 to 1793750 Nature damage to nearby enemies. The damage inflicted decreases the farther away an enemy is from the impact point.

Ra-den

Lei Shen's life changed forever when he stumbled into a dark chamber below what are now the Mogu'shan Vaults. Legend has it he found an ancient titan keeper guarding a miraculous device known as the Engine of Nalak'sha. No one knows what transpired between the two beings, but Lei Shen later emerged from the site bristling with the power to forge an empire. The keeper's fate -- and his current whereabouts -- remain a mystery.

Shrouded in Mystery:There are no scholars with any recollection or record regarding the details of Ra-den's powers. Perhaps these memories have been obscured by the passage of time, or perhaps none who saw the Keeper of Storms in battle ever lived to speak of what they witnessed....

Comments

Comment by KittyTheUnicorn

on Tue, 12 Feb 2013 14:31:37 -0600

I want all those things :D

Comment by TheAmadaun

on Tue, 12 Feb 2013 14:33:46 -0600

Can the loot tables in this post be sorted? It's hard to look and see what bosses drop what slots for what armor classes/roles when all the different variations are jumbled together without apparent pattern.

Thanks <3

Comment by perculia

on Tue, 12 Feb 2013 14:35:54 -0600

This is how we got the data from the in-game Dungeon Journal, but I'll try to tidy it up.

Comment by Sarydus

on Tue, 12 Feb 2013 14:36:40 -0600

Did you have to put a pick of a Dual-weilding warlock up there? Now I want one... :(

Comment by perculia

on Tue, 12 Feb 2013 14:37:50 -0600

It's a rogue wearing the lookalike Warlock pieces :)

Comment by TheAmadaun

on Tue, 12 Feb 2013 14:38:02 -0600

This is how we got the data from the in-game Dungeon Journal, but I'll try to tidy it up.

You are a lovely person.

Comment by GDerkon

on Tue, 12 Feb 2013 14:40:09 -0600

I love what they have done with Ra Den... a real challenge...

Comment by Sarydus

on Tue, 12 Feb 2013 14:43:44 -0600

Several items such as Bo-Ris, Horror in the Night and Greatsword of Frozen Hells have not shown up in the Dungeon Journal yet.

Aww, and those were the two I actually cared about lol.

Comment by pikamaster

on Tue, 12 Feb 2013 14:52:17 -0600

Even thought this comment is a derp comment, i wodner how those item still have the text of Upgrade: 0/2 since they removed the NPC from 5,2?

Comment by perculia

on Tue, 12 Feb 2013 15:14:43 -0600

There's data to have them be upgraded. We can see about flagging these items to suppress the item upgrade displays when 5.2 goes live.

Comment by lankybrit

on Tue, 12 Feb 2013 15:25:10 -0600

There's data to have them be upgraded. We can see about flagging these items to suppress the item upgrade displays when 5.2 goes live.

Why bother? They can be upgraded, just not for the 5.2 period. It's a basic fact about the item, not a transitory thing.

Cheers.

Comment by Kazlehoff

on Tue, 12 Feb 2013 15:28:30 -0600

did they fix Guardian druids "Savage Defense" active mitigation system sucking yet? (give it a fourth stack and it would suck a lot less)

Did they fix Weapon transmogrification sucking for Monks yet? (making them Transmogable to other one handed items would fix it)

Neither?

Boring patch is Boring 0/10

Comment by jynxycat

on Tue, 12 Feb 2013 16:27:24 -0600

Ra-den's loot table is largely boring :P No weapons or trinkets?

Comment by perculia

on Tue, 12 Feb 2013 16:52:23 -0600

Organized the data by LFR, Normal, and Heroic difficulty. Checking on a few Jin'rokh items ingame, but should be much easier to parse.

Comment by Gontier

on Tue, 12 Feb 2013 17:03:31 -0600

Organized the data by LFR, Normal, and Heroic difficulty. Checking on a few Jin'rokh items ingame, but should be much easier to parse.

It looks a lot better now, and it's easier to read. Kudos for changing it. :)

Comment by Strik3r

on Tue, 12 Feb 2013 18:56:34 -0600

Did they fix Weapon transmogrification sucking for Monks yet? (making them Transmogable to other one handed items would fix it)

You might want to read thru the patch notes:

Items

Transmogrification rules have been broadened for several weapon types.

Two-handed axes, maces, and swords can be Transmogrified to each other.

One-handed axes, maces, and swords can be Transmogrified to each other.

Staves and polearms can be transmogrified to each other.

The ethereals that offered to upgrade items using Valor or Justice points have departed Azeroth for the moment. They may yet return in a future patch.

The cost of Valor Points gear introduced in patch 5.0 has been reduced by 50%.

The cost of Valor Points gear introduced in patch 5.1 has been reduced by 25%.

Assuming LFR is broken into 4 pieces with 3 bosses apiece as the 5.0 LFR is (and that the bosses are in a set order, following the order they are listed in the journal), this means the Tier distribution over LFR is